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Capítulo 2. Consumo en tiempos de crisis

2.3 Consumo en Argentina

Each character has the following items not listed on the character sheets. PCs may leave any or all items on board ship while they explore.

Armor: 1 spare set of armor (& shield where applicable)

Arms: 1 of each weapon of proficiency Clothing: Normal clothing as desired, 3 outfits maximum

Herbs: 1 herb pack, with belladonna, garlic, and wolfsbane Provisions: 2 iron rations Misc. Equipment: 1 backpack, 5 wax candles, 1 bone mapcase, 1 silver mirror, 2 flasks oil, a 50-foot rope, 4 large sacks, 4 small sacks, 1 waterskin (full), 3 iron spikes, 1 tinder box, 2 torches Special Items: In addition to the items listed above and on the character sheets, each PC may take one item not listed in the Players Handbook. The item may be no larger than 1 cubic foot in size or 20 pounds in weight and may not interfere with the AD&D¨ game rules. It cannot be a weapon of any sort, cannot be alive, and cannot be magical. Sample items: sack of flour or marbles, wand-like stick, apple pie, etc.

In addition to the above items, spell casters may take any extra items needed for their craft (belt pouches, prayer beads, etc.).

The following items are also available to the PCs. They are stored on the boat:

- 10 human-sized suits of leather armor, 30 sailor's caps, and 30 raincoats

- 2 goats (male & female), 1 pig (female), 5 piglets, 1 mule with 1 saddle, 2 saddle blankets, 1 set large saddlebags, 1 harness, and a bit & bridle

- 4 large iron boxes, 4 large wooden chests, 20 large sacks, and 10 small sacks

- 10 hooded (ship's) lanterns, 20 torches, 4 tinder boxes, and 1 barrel (50 flasks) of oil

- 6 barrels of fresh water, 1 barrel of rum, 80 standard rations, 30 iron rations, one ship's stove (attached), and food for the animals - 10 quivers (each with 20 arrows) and 1 ballista (not movable) with 10 bolts

- 5 flags: 1 of the PCs' country, 1 of the capital city, 1 white (for surrender), 1 red (for warnings), and 1 of unknown design

- 20 empty flasks (for oil, potions, etc.); 20 iron spikes; 10 poles, each 10' long; 10 ropes, each 50' long; 2 small lifeboats (capacity 12 persons each); 3 grappling hooks on 50' lines

Expedition Plans

The King's engineer-architects, working with the court wizard and sage, have designed an elaborate project to move the obelisk without damaging it. The plan involves surrounding the obelisk with a large scaffold made of heavy timbers, to be lumbered at or near the site, and reinforced with metal parts brought by ship. Working from this scaffold, carpenters build a close-fitting wooden sheath upon which metal pulleys are mounted. An earthen ramp is then built, leading up to ground level from the floor of the maze. The roadway from the ruins to the beach is cleared and, if necessary, reinforced. A huge sled is built. The obelisk is then be raised off its base by dozens of ropes through pulleys on the scaffold and the obelisk sheath, and the sled pushed underneath it. The needle will then be lowered, slowly and carefully, to

rest on the sled. It can then be towed to the beach, where a raft will be constructed around it. Finally, by digging sand and towing with the ships, the needle can be launched for the return trip, to be towed by two of the vessels.

The obelisk is too large to be affected by magical spells (such as a reversed enlarge, telekinesis, etc.), but magic might help in other ways.

Resources

The following persons are all sailing in the three ships:

6 player character leaders

25 mercenary soldiers (L1 fighters) 53 carpenters/woodcutters (L0 men) 10 engineer-architects (L0 men) 45 sailors (L1 fighters)

3 navigators (L0 men)

3 ocean-going shipmasters (L3 fighters)

The three ships are identical large merchant vessels:

Masts 2

Hull value 40 hull points (HP) Length 75 feet Width 25 feet Movement rates: Normal sail 3 mph Maximum sail 5 mph Normal oar 1/4 mph

Maximum oar 1/2 mph (2 turn maximum burst) Special Note: When towing the obelisk home, the ships move at half normal speed under best conditions. Acceleration time (standstill to normal speed): 1 turn

Sinking time (hull value surpassed, time to sink): 1d10+2 turns

Grappling chance: 75% (opponent ship has 25 % chance of removing grapnels)

Damage repair: if damaged for 12 HP (at most), repairs may be made at the rate of 1 HP per repair crew (10 men) per hour. Damage exceeding 12 HP cannot be repaired until the ship returns to port, but the first 12 HP can always be repaired.

Much equipment has been brought for use in the project, including all the needed hardware, tools, and heavy rope (capable of 10,000 pounds' pull). The necessary lumber must be cut at or near the site. Ship Weapons

The vessels cannot ram. One ship is equipped with a light catapult, with 30 boulders for ammunition. The other two ships have ballistae, each with 30 ballista bolts. These siege engines can only be operated by NPCs trained in their use÷the sailors. A ballista fires one large, spearlike missile every four rounds when manned by a crew of two. It may fire every two rounds with a crew of four. A ballista may be aimed at any

target within a 45 degree arc if it is at least 8 feet away. A closer target can easily dodge. The missile is buried directly at the target, with little arching of trajectory. A ballista may be repositioned to aim in an entirely different direction only by a crew of four, and it requires three rounds to do so. A ballista may easily be fired at a target level with it. Ballistae inflict no structural or hull damage. They are anti-personnel weapons.

A light catapult fires its ammunition once every four rounds with the minimum crew of four. No benefits are gained by adding more crewmen. It may be aimed at any target within a 15 degree arc and a minimum of 150 yards away. The missile traces a high arched path. Catapults may be used effectively against objects or creatures. Note that the damages given below are hit points. Against an object, a light catapult inflicts 4 Structural Points (SP) of damage.

Ballista:

Range: 8'(Min) 960' (Max) 1/4" (Min) 32" (Max) Fire Rate: 1/2 Crew: 2-4 Damage: 2d6(Sm-Md) 3d6(Lrg) Catapult (Light):

Range: 450'(Min) 900' (Max) 18" (Min) 30" (Max) Fire Rate: 1/4

Crew: 6-10

Damage: 2d12(Sm-Md) 4d4(Lrg)

Ranges are given in both feet and scale inches. Crew figures are minimum-maximum. For the catapult only, a bonus "to hit" applies if the target is stationary.

PART 3 - PLAYERS' REFERENCE SHEET